precision lowp float;
varying vec2 vTextureCoord;
				
uniform sampler2D uSampler;		

void main()
{
	float shadowMask = texture2D(uSampler, vTextureCoord ).a;
	const float shadowOpacity = 0.25;
	vec4 shadowColor = vec4(0,0,0,shadowMask *shadowOpacity);
	gl_FragColor = shadowColor;
}
